Hey guys, I'm working on a new version of COIN, which I'm tentatively calling Invasion, that is intended to 'replace' (though it is not identical) Evo. More details on that later, but what I want to know is:
Do you guys like the Mando Missile script for these types of mission? I think most have played with it by now on my big COIN mission.
Advantages: Weapon cameras/TGP allowing ground lock with Hellfires/LGBs/etc. Improved SAM system/AA missile logic More sophisticated aircraft HUDs, including CCIP-type features, ILS nav system, etc.
Disadvantages: Adds about 5 MB to the mission Changes the aircraft weapons control scheme and adds unfamiliar elements (since we don't play with it all the time) Makes rearming more complex Resource demanding, which means that missile flight paths and stuff can get wonky under load (though I am working on optimization)
As a mission designer, in this case I don't really have any preference. It makes certain scenarios like 'SEAD' or 'Radar operator' more feasible as mission types, but in the case of an Evo/COIN type mission, what matters is whether players like to play with it.
Input?
_________________________ "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Currently, you can just pull to a super-high hover and lay waste to everything with tab-lock.
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3 Samsung 27" LED Monitors powered by a Zotac 4GB 680GTX. Set at PCI Gen3. 5760 x 1080 resolution. MSI z68a-gd80 (g3) motherboard Ivy Bridge 3770k 3.5Ghz 32GB RAM (all .pbo's loaded into a 25GB RamDisk) TrackIR4 zboard merc keyboard Saitek X-52 stick/throttle/pedals Logitech MOMO racing wheel/pedals Razer Deathadder 3500 black mouse Sony receiver for 5.1 surround sound. 5 speakers and powered sub-woofer.
Kch, that's not true. You guys did something weird that time which stopped it from unlocking the airport, or something. It worked just fine when Beans, Tanker, and I were playing late on Monday.
_________________________ "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Registered: 01/31/08
Posts: 1120
Loc: Seattle, Washington
I like it and I also like your artillery computer you have at the air base. Calling multiple rounds on target and different load outs. Is it possible to make that arty computer portable?
It is portable, actually -- it's part of the R3F system. The first one is permanent, but the rest can move. You just have to use the action to 'pack it up' or whatever, then you can load the little satellite phone into a car using the R3F system. Then you pull it out, unpack, and boom.
In Invasion, it will be possible to construct an arty control computer anywhere, and use it to direct the batteries at base. I have majorly expanded the amount of stuff that the base builder can make -- basically it can fully reassemble the original base in every aspect (AI tent, vehicle repair, tanks, HMMWVs, etc.) save building aircraft other than the Little Bird and Blackhawk. Everything is more affordable now too. It will be entirely feasible to conduct operations in a region of the map entirely from a base built by the Mobile Constructor.
Edited by Taosenai (04/19/1210:17 PM)
_________________________ "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
As part of the conversion I've been making a lot of the scripts more side-independent by using global variables like 'invasion_enemy' and 'invasion_friendly' instead of 'east' and 'west.' So the possibility is there. A lot of work though.
On another note, the AI is sometimes too clever. I had to to buff up the defenses in the main base after I went to get into a tank and noticed that it was locked... then the turret swung over and blasted me against the closest wall. Turns out a section of enemy infantry running UPSMON, having decided that their next patrol destination was too far to walk, instead wandered right into the base and settled down in the Abrams...
Plus, the AI will now shell the heck out of the base if they have a mortar or artillery camp up within range (3-5km) and know that you're in there. Had to take them down with some counter-battery fire using the new arty system and the sniper's satellite view to adjust.
_________________________ "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Actually looks like we'll be getting the best of both worlds.
It will be toggleable (lol) as a mission parameter at start time.
Also looking for any other wishlist features. Keep in mind that invasion is a big battlefield against a regular army, not just against insurgents with technicals like COIN.
Things I've added so far that I've heard mentioned:
- various selectable loadouts for aircraft (A-10, F-16, F-35, (might add the F-22)). Stuff like 'air dominance,' 'CAS,' 'JDAM strike,' 'Laser strike,' 'Cruise missile strike,' etc. With Mando turned on, you will also get a SEAD loadout for engaging enemy radars and radar SAM sites (yet to be implemented) - TOW loadout for the Viper, although I haven't made the USMC base on the map yet - combat engineer can now repair vehicles - return of the JTAC class, though a bit different now - return of the AC-130 at full strength, though it will REQUIRE an air dominance escort as enemy fighter aircraft will be spawned SPECIFICALLY to attack it while it's alive. Also probably will be co-op only, i.e., human pilot and human gunner. Makes things more interesting!
_________________________ "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Here's something I've scripted that should be interesting to you AC-130 lovers. It is slaved to the regular flare launcher normally, thought it's scripted in this demo video. Just press R and boom, angel wings. Only works with Mando turned off unfortunately.
_________________________ "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Too bad. We don't normally have enough people to dedicate 3 to an ac-130 mission and still have ground troops to get anything actually done down below.
You are right, and I realized that too, so I left the AC-130 as pilotable by a single player. I also buffed it up considerably. The GAU-12 now fires at a realistic rate (very fast), and the AC-130 has a realistic ammo loadout (3000 rounds for the GAU-12, for example). The angel wing flares also gives you a ton of protection from enemy AA missiles, though you will need to come out of the gun sight to use them if you are single piloting.
It will still be pretty smart to fly with air dominance escort or close attention from AA on the ground. You WILl get shot down otherwise, sooner or later.
HOWEVER, you will have the opportunity to spend a new resource, Prestige Points, to call in AI air dominance F-16s to protect you! If you are playing as the JTAC class, you will also get an F-35 who will escort you at all times!
Edited by Taosenai (04/22/1212:09 PM)
_________________________ "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Some more on the new Prestige Points system. 100% custom by me, all original scripts and actions with a new UI.
This is a system available to you at all times from pressing 'P'. It's similar to the 'T' menu in Evo.
You gain prestige points, which are personal, not shared like reputation points, from (not finalized) capturing an enemy-held town (being in the area when it turns blue), completing side quests (being nearby when it is marked as clear), and of course killing enemies directly (by using your weapons or a vehicle's weapons, not by using cruise missiles, UAVs, the AC-130, A-G strikes, or other 'hand of god' type systems).
With prestige points you can purchase the following:
AGM Strike: Request an air-to-ground precision missile strike on a map location. The missile will actually fly in from the sky (with proper smoke trail and acceleration/course correction simulation) and hit the target. None of that 'crooked LGB falls straight down' like in Evo.
Return to Base: Fast travel back to the base. Convenient and low cost.
HALO Jump: Perform a HALO jump to any location on the map. You will fast travel to a C-130 over the target area, then you can jump out. It's cool! The LZ is marked with green smoke.
Drop Ammo Crate: An MH-6J Little Bird will fly to your marked location (about 30 seconds) and drop an ammo crate via parachute, then fly away. He is indestructible and nontargetable so you don't have to worry about enemy SAMs. The paradrop looks really cool, and is effected by wind!
Drop ATV: A C-130 will fly to your marked location, dive down and paradrop an ATV. Super neat looking! I spent a lot of time on getting this right!
Drop HMMWV SOV: Same.
Request Combat Air Patrol: A flight of two F-16Cs with air dominance loadout will fly your marked map location and patrol until they run out of fuel. Very useful to protect the AC-130 or ground attack aircraft. Enemy aircraft are more vicious than ever in Invasion, as the L-39 has gotten some heat-seeking AA missile teeth and will now fly higher and more aggressively. The Takistani Army has also imported some Russian Ka-50s...
Request AGM Barrage: The most expensive Prestige action, and more of a gimmick than anything (like the nuke), the AGM barrage sends a hellish rain of cruise missiles all over a marked location.
I'll post a video of the Prestige system in action once I finish it up.
_________________________ "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Okay, I finished implementing this today and got all of the event handlers working to add the points.
Anything else people want? Beans? What have I forgotten? lol
_________________________ "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Oh, that's a good idea. I will add a paradrop medical HMMWV to the Prestige system for a reasonable cost.
You could also fast-travel back to base, heal, then paradrop back to the target area, or whatever. Remember also that the Support Specialist class can heal itself and others. And of course you could just bring an AI medic :- p
_________________________ "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Registered: 01/31/08
Posts: 1120
Loc: Seattle, Washington
Can we have a forward observer class like the JTAC? Someone who can call in specialty arty strikes and different combos of arty. A shake and bake (HE and WP) option is a must. Reload times on the big guns can be like 5 minutes and shorter for the mortars which would do less damage but are more available.
Using the artillery computer (which can be loaded into any vehicle and deployed at will), any player can currently direct the AI at the base to fire artillery salvos, including HE, Smoke, and DPICM (which is crazy-effective). You have to do a little fire adjustment but it's pretty cool, if it does take a little bit more planning to make sure you have a computer with you (the Mobile Constructor can build more at a very reasonable cost).
I'll consider giving a class some 'point and click' magic arty though. After the improvements to Support Specialist and Combat Engineer, some of the other classes are looking a bit weak.
_________________________ "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Registered: 01/31/08
Posts: 1120
Loc: Seattle, Washington
No, I don't want point and click arty in a class, I want a guy to have that sweet arty controller by default. I don't want to have to go all the way over to the airbase to pick up one of those control consoles. Point and click is a cheat. I want to call one round, spot adjust and then fire for effect.
Oh, the map is totally redesigned (it's more like COIN Patrol but with the default spawn at Rasman Airbase), so there's much less slow-travel except to the actual target town, but I see what you are saying.
I think I can implement access to the arty console without using the item, and give it to a class. Great idea!
_________________________ "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
_________________________ "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Registered: 05/16/12
Posts: 5
Loc: Oklahoma City, Home of the Thu...
I've been playing arma since the evo days of arma 1, and a lot of us have been turned off by the domination gameplay.. I think a new take on this classic scenario would be awesome and I would definitely play your missions on the days that I can. A reward-based system where your effort and skill affords your squad/team more and better equipment than domination offers would be great. I am not saying to the point as warfare for example, where tanks and planes and choppers are flooding the maps within an hour, but more ability to choose equipment that better suites the team. Don't forget either, that evolution was made by someone just like you, and domination the same. With Arma 3 coming, you could make the next one everyone will turned to for a good round of coop fun.
A long post, but for a great cause! Keep Arma alive, Adapt and overcome